Has anyone tried games that are not working on a dev kit and monitored over kernel debugger? I'd try but do not have one yet. I'm considering making this my next project
I try to debug Ghost squad with my DVT-4/dev Kit. The game boot but freeze when loading mission. the watson log after crash of vsg_t.xbe: Exception: 0x0000001C 0xC0000005 0x0017981E 0x00000000 0x00000000 0x00000008 it 's seem be not enough Ram. One solution it code a driver to connect chihiro media board with 1GB ram via the scsi cable. The chihiro dump: http://mamedev.org/source/src/mame/drivers/chihiro.c I have someof knowledge in C++ but It's not enough.
Or, if possible, patch the xbe. When I get my hands on a DVT4 I'll look into it more (unless it's figured out by then).
but do you have the source code? if yes could you send it please Do you have any idea to patch the ram allocation, go to 258 or 512 MB adresse to 128?
The assets would still take up too much space. I forget if the Chihiro is the same way as the Naomi, but are the entire games loaded into the DIMM board normally?
There are tools that remove the 64mb memory limit on xbe's which can be found at http://www.xbox-scene.com/tools/tools.php?page=xbexbx Borman is right though, this is most likely not going to make any difference.
We're still missing what makes a Chihiro development kit tick. If we knew how things were set up, we would be much more likely to be successful. Hooking up a DIMM board would go a long way Id imagine...
Maybe one way, version test of Virtua Cop 3 run, if you could run the the true version with a patch we will use this path for other game.
Sorry if Im going off topic slightly here, but Ive been playing virtua cop 3 on trusty xbox lately (works great), just wondering if there is a way to change region so it displays english language and not japanese. Also, has anyone worked out why we have to load mameox etc before I can play vcop3? Seems something in mameox makes xbox use 128mb ram or so (i tried patching my xbe to get rid of 64mb limit but it says its already patched), It would be nice to remove having to use mameox first if possible.
Friend Could you upload the chdman from root670? With this one time I succesed to extract OUTRUN 2, but I lost all file. Thanks
Things to keep in mind: SEGA board links to MS board through IDE port AND LPC bus. LPC BUS can emulate a ISA BUS for legacy devices (keyboard, mouse, serial ports, printer port and even custom devices). Game can be coded to look for that shit and crap out if checks fail. Game can be coded to simulate a hardware fault if it doesn't like anything within the system. And on top of all that Chihiro motherboard has a custom bios on it.
In the last weeks I've been thinking of this and I think the best way to run these games is via emulator. I even talked with someone doing one problem is he is the only person doing it. His emulator even allows the use of more Ram has a specific option for this. But has you can imagine working on it alone ain't easy. I know its nor easy to make an xbox emulator the xbox has a very extensive command set. Anyway just my 2 bits because only a small % of people can run Virtua Cop and no one seems to run Ghost Squad. Although for that there is a solution Wii. Dam Sega could easily port this if they wanted. In fact they already have a script for wii port for sure because they ported Ghost Squad and in no way these things are done by "hand" changing code. It would cost them what 2 cents per CD plus a few M/h for testing it. A few sold copies would pay the development cost. Probably they would spend more money in marketing. Anyway Wii is long gone maybe Wii U but everyone has been thinking since 2004 "maybe on this console, maybe on that" and it never happen. At this stage I would say we have better chances of getting a new virtua cop say 4 then a port of the 3rd.